wesnoth/data/ai/lua/ca_castle_switch.lua
mattsc fe0b375fca ExpAI castle switch CA: fix error when stored leader has been killed
The castle switch CA stores the leader move because the evaluation is expensive.  If the leader was killed in between storing and reevaluation of the CA, this would previously cause an on-screen error message and the CA to be blacklisted for the turn.

This fixes #6440.
2022-06-09 07:51:33 -07:00

262 lines
11 KiB
Lua

-------- Castle Switch CA --------------
local AH = wesnoth.require "ai/lua/ai_helper.lua"
local M = wesnoth.map
local CS_leader_score
-- Note that CS_leader and CS_leader_target are also needed by the recruiting CA, so they must be stored in 'data'
local high_score = 195000
local low_score = 15000
local function get_reachable_enemy_leaders(unit, avoid_map)
-- We're cheating a little here and also find hidden enemy leaders. That's
-- because a human player could make a pretty good educated guess as to where
-- the enemy leaders are likely to be while the AI does not know how to do that.
local potential_enemy_leaders = AH.get_live_units { canrecruit = 'yes',
{ "filter_side", { { "enemy_of", {side = wesnoth.current.side} } } }
}
local enemy_leaders = {}
for _,e in ipairs(potential_enemy_leaders) do
-- Cannot use AH.find_path_with_avoid() here as there might be enemies all around the enemy leader
if (not avoid_map:get(e.x, e.y)) then
local path, cost = wesnoth.paths.find_path(unit, e.x, e.y, { ignore_units = true, ignore_visibility = true })
if cost < AH.no_path then
table.insert(enemy_leaders, e)
end
end
end
return enemy_leaders
end
local function other_units_on_keep(leader)
-- if we're on a keep, wait until there are no movable non-leader units on the castle before moving off
local leader_score = high_score
if wesnoth.terrain_types[wesnoth.current.map[leader]].keep then
local castle = AH.get_locations_no_borders {
{ "and", {
x = leader.x, y = leader.y, radius = 200,
{ "filter_radius", { terrain = 'C*,K*,C*^*,K*^*,*^K*,*^C*' } }
}}
}
local should_wait = false
for i,loc in ipairs(castle) do
local unit = wesnoth.units.get(loc[1], loc[2])
if unit and (unit.side == wesnoth.current.side) and (not unit.canrecruit) and (unit.moves > 0) then
should_wait = true
break
end
end
if should_wait then
leader_score = low_score
end
end
return leader_score
end
local ca_castle_switch = {}
function ca_castle_switch:evaluation(cfg, data, filter_own, recruiting_leader)
-- @recruiting_leader is passed from the recuit_rushers CA for the leader_takes_village()
-- evaluation. If it is set, we do the castle switch evaluation only for that leader
local start_time, ca_name = wesnoth.ms_since_init() / 1000., 'castle_switch'
if AH.print_eval() then AH.print_ts(' - Evaluating castle_switch CA:') end
if ai.aspects.passive_leader then
-- Turn off this CA if the leader is passive
return 0
end
local leaders
if recruiting_leader then
-- Note that doing this might set the stored castle switch information to a different leader.
-- This is fine though, the order in which these are done is not particularly important.
leaders = { recruiting_leader }
else
leaders = AH.get_units_with_moves({
side = wesnoth.current.side,
canrecruit = 'yes',
formula = '(movement_left = total_movement) and (hitpoints = max_hitpoints)',
{ "and", filter_own }
}, true)
end
local non_passive_leader
for _,l in pairs(leaders) do
if (not AH.is_passive_leader(ai.aspects.passive_leader, l.id)) then
non_passive_leader = l
break
end
end
if not non_passive_leader then
-- CA is irrelevant if no leader or the leader may have moved from another CA
data.CS_leader, data.CS_leader_target = nil, nil
if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
return 0
end
-- Also need to check that the stored leader has not been killed
if data.CS_leader and not data.CS_leader.valid then
data.CS_leader, data.CS_leader_target = nil, nil
end
local avoid_map = AH.get_avoid_map(ai, nil, true)
if data.CS_leader and wesnoth.sides[wesnoth.current.side].gold >= AH.get_cheapest_recruit_cost(data.CS_leader)
and ((not recruiting_leader) or (recruiting_leader.id == data.CS_leader.id))
then
-- If the saved score is the low score, check whether there are still other units on the keep
if (CS_leader_score == low_score) then
CS_leader_score = other_units_on_keep(data.CS_leader)
end
-- make sure move is still valid
local path, cost = AH.find_path_with_avoid(data.CS_leader, data.CS_leader_target[1], data.CS_leader_target[2], avoid_map)
local next_hop = AH.next_hop(data.CS_leader, nil, nil, { path = path, avoid_map = avoid_map })
if next_hop and next_hop[1] == data.CS_leader_target[1]
and next_hop[2] == data.CS_leader_target[2]
then
return CS_leader_score
else
data.CS_leader, data.CS_leader_target = nil, nil
end
end
-- Look for the best keep
local overall_best_score = 0
for _,leader in ipairs(leaders) do
local best_score, best_loc, best_turns, best_path = 0, {}, 3, nil
local keeps = AH.get_locations_no_borders {
terrain = 'K*,K*^*,*^K*', -- Keeps
{ "not", { {"filter", {}} }}, -- That have no unit
{ "not", { radius = 6, {"filter", { canrecruit = 'yes',
{ "filter_side", { { "enemy_of", {side = wesnoth.current.side} } } }
}} }}, -- That are not too close to an enemy leader
{ "not", {
x = leader.x, y = leader.y, terrain = 'K*,K*^*,*^K*',
radius = 3,
{ "filter_radius", { terrain = 'C*,K*,C*^*,K*^*,*^K*,*^C*' } }
}}, -- That are not close and connected to a keep the leader is on
{ "filter_adjacent_location", {
terrain = 'C*,K*,C*^*,K*^*,*^K*,*^C*'
}} -- That are not one-hex keeps
}
if #keeps < 1 then
-- Skip if there aren't extra keeps to evaluate
-- In this situation we'd only switch keeps if we were running away
if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
return 0
end
local enemy_leaders = get_reachable_enemy_leaders(leader, avoid_map)
for i,loc in ipairs(keeps) do
-- Only consider keeps within 2 turns movement
local path, cost = AH.find_path_with_avoid(leader, loc[1], loc[2], avoid_map)
local score = 0
-- Prefer closer keeps to enemy
local turns = math.ceil(cost/leader.max_moves)
if turns <= 2 then
score = 1/turns
for j,e in ipairs(enemy_leaders) do
score = score + 1 / M.distance_between(loc[1], loc[2], e.x, e.y)
end
if score > best_score then
best_score = score
best_loc = loc
best_turns = turns
best_path = path
end
end
end
-- If we're on a keep,
-- don't move to another keep unless it's much better when uncaptured villages are present
if best_score > 0 and wesnoth.terrain_types[wesnoth.current.map[leader]].keep then
local close_unowned_village = (wesnoth.map.find {
wml.tag['and']{
x = leader.x,
y = leader.y,
radius = leader.max_moves
},
gives_income = true,
owner_side = 0
})[1]
if close_unowned_village then
local score = 1/best_turns
for j,e in ipairs(enemy_leaders) do
-- count all distances as three less than they actually are
score = score + 1 / (M.distance_between(leader.x, leader.y, e.x, e.y) - 3)
end
if score > best_score then
best_score = 0
end
end
end
if best_score > 0 then
local next_hop = AH.next_hop(leader, nil, nil, { path = best_path, avoid_map = avoid_map })
if next_hop and ((next_hop[1] ~= leader.x) or (next_hop[2] ~= leader.y)) then
-- See if there is a nearby village that can be captured without delaying progress
local close_villages = wesnoth.map.find( {
wml.tag["and"]{ x = next_hop[1], y = next_hop[2], radius = leader.max_moves },
gives_income = true,
owner_side = 0 })
local cheapest_unit_cost = AH.get_cheapest_recruit_cost(leader)
for i,loc in ipairs(close_villages) do
local path_village, cost_village = AH.find_path_with_avoid(leader, loc[1], loc[2], avoid_map)
if cost_village <= leader.moves then
local dummy_leader = leader:clone()
dummy_leader.x = loc[1]
dummy_leader.y = loc[2]
local path_keep, cost_keep = wesnoth.paths.find_path(dummy_leader, best_loc[1], best_loc[2], avoid_map)
local turns_from_keep = math.ceil(cost_keep/leader.max_moves)
if turns_from_keep < best_turns
or (turns_from_keep == 1 and wesnoth.sides[wesnoth.current.side].gold < cheapest_unit_cost)
then
-- There is, go there instead
next_hop = loc
break
end
end
end
end
local leader_score = other_units_on_keep(leader)
best_score = best_score + leader_score
if (best_score > overall_best_score) then
overall_best_score = best_score
CS_leader_score = leader_score
data.CS_leader = leader
data.CS_leader_target = next_hop
end
end
end
if (overall_best_score > 0) then
if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
return CS_leader_score
end
if AH.print_eval() then AH.done_eval_messages(start_time, ca_name) end
return 0
end
function ca_castle_switch:execution(cfg, data, filter_own)
if AH.print_exec() then AH.print_ts(' Executing castle_switch CA') end
if AH.show_messages() then wesnoth.wml_actions.message { speaker = data.leader.id, message = 'Switching castles' } end
AH.robust_move_and_attack(ai, data.CS_leader, data.CS_leader_target, nil, { partial_move = true })
data.CS_leader, data.CS_leader_target = nil, nil
end
return ca_castle_switch